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Sumeragi

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  1. Hello! The Spawn Building The spawn building is gorgeous by all means. Inclusion of a museum is a nice touch! As far as the layout, my only concern here is the layout. While an open courtyard with four paths going out towards the cardinal directions is pretty straight forward, having the rules under the spawn area is somewhat out of the way. There should be a sense of flow from the Initial expression of connecting to the server for the first time that leads the player towards signs that explain the general/basic rules of the server and it's features/capabilities. It's hard to explain without a flow chart or a mock-up model, and I'm bad at making both :p . Spawn should be inviting and should have a balance of what the server is about while not being overly overwhelming. A few signs or floating text leading the player to a central area that contains general rules with some side areas containing in-depth commands and other details that a first timer should read, but might be too intimidated by them at first to do so. I'm not sure if my observations are correct, but there were a few times where a new player or two will hop on, walk around inner spawn then after a few minutes, disconnect. Even after warm welcomes and helpful links posted in chat, there could be other means of making a first impression better. The Overworld Map The current size is great! However, it feels like the larger communities of old are either too spread out or we just have too many hermits (like myself) living out in the middle of nowhere. Not really a concern, but it is a thought. Vanilla generation is not really a concern, but we won't have floating islands now, won't we? :p As far as biomes are concerned, do the mushroom island biomes spawn mooshrooms? The one I'm currently in has not granted me one yet, but that might be because of the nature of world painter. As far as other biomes are concerned, a balance of water and land is hard to get by, but I've been seeing a trend of areas where there is a lot of water, and areas where it's just land. This may be difficult to address with the incoming update. Outlandish map generations such as those used in far earlier revs are fun but can be too daunting for the more casual player to use (Like the extreme setting, or if somehow we were able to include all biomes to the Buffet generation setting in 1.13). Ore distribution is good, we'll always complain about finding diamonds, though! The Nether Map I found the nether refreshing this time around, but it is disheartening to see that certain rare formations were marked off for particular cities that contain a resource that is highly sought after. It might just be because I have not fully explored the nether, but it can be a task to find certain types/colors of cement powder at times. Vanilla nether generation has the downside of not containing more resource/types of blocks. That's the only downside! As far as features, ghasts are really hard to find. But that's probably a good thing since it'd be too easy to gain access to dragon fights. Moar quartz! I welcome the custom nether mobs. The nether should be hostile and a player should be prepared to venture into such areas. The End The difficulty of the ender dragon fight forces players to work together, which is nice. As far as issues, where can one get a buttload™ of nether brick? Mapworld No issues here, all's good in the world! Portals 6 initial portals and a delayed release of the rest is good, forces players to explore the map more. No issues regarding to methods~ However, portal placement should be more balanced and maybe placed in more adventurous locations. Like a floating island! :U Iron Golem Spawners Costs are good and are pretty much linear to what I expect them to be. More iron drops = more souls required to collect. See above comment! The guide is pretty straight forward, I just keep forgetting the URL... D: Custom spawners They are a good addition, rather than making outlandish mob grinders that take up too much time, resource and server usage to make/operate. Custom spawners should be left in the overworld if they have a profound effect on natural nether spawns (like them withers). It would be funny to have random spawners hidden, especially ones that spawn those certain event mobs during those certain holidays... Custom Drops from Ore (Fossils and Rares) This is a really cool feature! I keep reading about how this makes most players excited about mining and that the rewards are pretty damn good too! I feel that the drop rate is at a good level now. The addition of fossil/amber trades are a worthwhile addition. Especially for aesthetic items that are not normally attained via normal means. Custom Saddles I haven't had the pleasure of getting one, but I know a few people with them...and they enjoy them a lot! Yes, let it happen next rev! Being able to trade for them is great, but if one can win an ender dragon mount... Events I can't say much here because I keep forgetting to join in on events or got too buried in work to attend :( . However, events like the Slime Golem hunt is pretty fun. I tried the Maze, but I get lost too easily and left after finding one shard in TWO hours D: . Bring back .05k! Or 5k. Or 20k. I don't have any event ideas at this time, but if they do crop up, I may put up discussion for it sometime! Addendum Feels like cement is hard to come by, is it just me? (Add a trade NPC for them >:D ) [Space reserved for additional comments™]
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